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| ==In Class== | | ==In Class== |
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− | * Audio Effects Presentations
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− | * Intro to digital theory
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| * Rendering in Premiere | | * Rendering in Premiere |
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− | ==Digital Theory==
| + | {{Template:Digital Theory}} |
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− | Word of the Day
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− | Analog
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− | How stuff works - How Analog and Digital Recording Works
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− | Analog vs. Digital the arguments in a nutshell
| + | {{Template:Binary Numbers}} |
− | {| | |
− | | Analog || Digital Good
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− | |-
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− | | Infinite dynamic quantization (infinite resolution) || Quantization error fix - more bit depth/oversampling
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− | |-
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− | | Good? - The warming effects 'we're used' to from tape compression. ||Good?-'Perfect' reproduction of high frequencies - 'soundz harsh fix - 'using warm-sounding mikes and preamps (tubes)'
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− | |-
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− | |Bad - Tape noise and generation loss || Good - 'no generation loss'
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− | |-
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− | |Bad - 'Cheap recordings sound cheap' || Good - 'cheap recordings sound good but digital'
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− | |}
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− | * 'anything in quotes is what I like to call an opinion
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− |
| + | {{Template:Color Depth}} |
− | Other Opinions
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− | analog winner http://www.segall.com/atr.html
| + | {{Template:Binary Math}} |
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− | analog winner http://www.digido.com/analog_versus_digital.html
| + | ==Premiere Audio Demo== |
− | | + | [[Premiere Audio Demo]] |
− | comparison http://www.outersound.com/osu/recording/
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− | | |
− | ana-dig.html
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− | Number Systems
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− | {|
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− | |Hexadecimal Base 16 ||Decimal Base 10 || Octal Base 8 || Binary Base 2
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− | |-
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− | |0 || 0 || 0 || 0000
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− | |-
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− | |1 || 1 || 1 || 0001
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− | |-
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− | |2 || 2 || 2 || 0010
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− | |-
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− | |3 || 3 || 3 || 0011
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− | |-
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− | |4 || 4 || 4 || 0100
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− | |-
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− | |5 || 5 || 5 || 0101
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− | |-
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− | |6 || 6 || 6 || 0110
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− | |-
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− | |7 || 7 || 7 || 0111
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− | |-
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− | |8 || 8 || 10 || 1000
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− | |-
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− | |9 || 9 || 11 || 1001
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− | |-
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− | |A || 10 || 12 || 1010
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− | |-
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− | |B || 11 || 13 || 1011
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− | |-
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− | |C || 12 || 14 || 1100
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− | |-
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− | |D || 13 || 15 || 1101
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− | |-
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− | |E || 14 || 16 || 1110
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− | |-
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− | |F || 15 || 17 || 1111
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− | |}
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− | | |
− | ==Binary Numbers==
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− | | |
− | As Humans we use a 10 base numbering system. For machines this numbering system is impractical.
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− | | |
− | Gottfried Willheml von Leibnitz devised the binary number system in 1679
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− | | |
− | Converting Binary Numbers
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− | | |
− | Binary->Decimal
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− | 11010<sub>2</sub> = (1 * 2<sub>4</sub>) + (1 * 2<sub>3</sub>) + (0 * 2<sub>2</sub>) + (1 * 2<sub>1</sub>) + (0 * 2<sub>0</sub>) = 16<sub>10</sub> + 8<sub>10</sub> + 0 + 2<sub>10</sub> + 0 = 26<sub>10</sub>
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− | | |
− | Dividing by two
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− | {|
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− | |integer || remainder || binary #
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− | |-
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− | |26 || ||
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− | |-
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− | |26/2 || 0 || 0
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− | |-
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− | |13/2 || 1 || 1 0
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− | |-
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− | |6/2 || 0 || 0 1 0
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− | |-
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− | |3/2 || 1 || 1 0 1 0
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− | |-
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− | |1/2 || 1 || 1 1 0 1 0
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− | |-
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− | |0/2 || || that's it kids
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− | |}
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− | | |
− | for more info see Dr. Dave's Class readings (i believe it's in week 2)Daves text
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− | Base2
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− | | |
− | | |
− | Each new bit doubles the number of intervals.
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− | {|
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− | | 2<sup>0</sup> || =1 || monochrome, often black and white
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− | |-
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− | |2<sup>1</sup> || =2
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− | |-
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− | | 2<sup>2</sup> || =4
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− | |-
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− | | 2<sup>3</sup> || =8 || Most early color Unix workstations, VGA at low resolution, Super VGA, AGA http://en.wikipedia.org/wiki/Web_colors#Web-safe_colors
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− | |-
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− | |2<sup>4</sup> || =16
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− | |-
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− | |2<sup>5</sup> || =32
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− | |-
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− | |2<sup>6</sup> || =64
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− | |-
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− | |2<sup>7</sup> || =128
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− | |-
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− | |2<sup>8</sup> || =256
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− | |-
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− | |2<sup>9</sup> || =512
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− | |-
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− | |2<sup>10</sup> || =1024
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− | |-
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− | |2 <sup>11</sup>|| =2048
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− | |-
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− | |2<sup>12</sup> || =4096
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− | |-
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− | |2<sup>13</sup> || =8192
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− | |-
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− | |2<sup>14</sup> || =16384
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− | |-
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− | |2<sup>15</sup> || =32768
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− | |-
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− | |2<sup>16</sup> || =65536 || "thousands of colors" on Macintosh
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− | |-
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− | |2<sup>20</sup> || =1048576
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− | |-
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− | |2<sup>24</sup> || =16777216 || Truecolor or "millions of colors" on Macintosh systems
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− | |-
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− | |2<sup>32</sup> || = 4,294,967,295 || refers to 24-bit color (Truecolor) with an additional 8 bits
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− | |-
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− | |2<sup>64</sup> || = 18,446,744,073,709,551,616 || = 16 exabytes. That's more than 18 billion billion bytes.
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− | |}
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− | | |
− | ==Color Depth==
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| + | examples of style in animation |
| + | #cut out animation [http://www.vimeo.com/clip:52370] |
| + | #Monty Python's Flying Circus [http://www.noolmusic.com/blogs/Youtube_Comedy_Video_-_Monty_Python_-_Charles_Atlas_animation.shtml] |
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− | [[Bit Depth Color Examples]]
| + | ==Flash Tracing Demo== |
| + | How to trace still images in flash |
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− | http://en.wikipedia.org/wiki/Color_depth
| + | [[Tracing in Flash]] |
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− | ==Large Bit Names==
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− |
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− | {|
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− | |Name || Abbr. || Size
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− | |Kilo || K || 2^10 = 1,024
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− | |-
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− | |Mega || M || 2^20 = 1,048,576
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− | |-
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− | |Giga ||G || 2^30 = 1,073,741,824
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− | |-
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− | | Tera || T || 2^40 = 1,099,511,627,776
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− | |-
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− | | Peta || P || 2^50 = 1,125,899,906,842,624
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− | |-
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− | | Exa || E ||2^60 = 1,152,921,504,606,846,976
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− | |-
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− | | Zetta || Z || 2^70 = 1,180,591,620,717,411,303,424
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− | |-
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− | | Yotta || Y || 2^80 = 1,208,925,819,614,629,174,706,176
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− | |}
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− |
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− | ==Binary Math==
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− |
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− | '''OPTIONAL'''
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− |
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− | Binary Math
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− | http://www.ibiblio.org/obp/electricCircuits/Digital/DIGI_2.html
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− | What can one byte (8 bits) store?
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− | 2^7 2^6 2^5 2^4 2^3 2^2 2^1 2^0
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− | 1 1 1 1 1 1 1 1
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− | 128 64 32 16 8 4 2 1
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− | 128+64+32+16+8+4+2+1 = 255
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− |
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− | What about negative numbers?
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− | Signed Magnitude
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− |
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− | Use the first bit as the equivalent of a +/- sign.
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− |
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− | http://www.math.grin.edu/~rebelsky/Courses/152/97F/Readings/student-binary.html 510 in 8 bit binary
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− | 00000101
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− |
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− | -510 in 8 bit binary Signed Magnitude
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− | 10000101
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− | (make sure that the circuit knows you are using singed magnitude otherwise this could be interpreted as 113)
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− |
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− |
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− | Now what can one byte (8 bits) store?
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− | +/- 2^6 2^5 2^4 2^3 2^2 2^1 2^0
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− | 0 1 1 1 1 1 1 1
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− | + 64 32 16 8 4 2 1
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− | 64+32+16+8+4+2+1 = 127
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− | or
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− | +/- 2^6 2^5 2^4 2^3 2^2 2^1 2^0
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− | 1 1 1 1 1 1 1 1
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− | - 64 32 16 8 4 2 1
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− | -64+32+16+8+4+2+1 = -127
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− |
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− | ===One's Compliment===
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− |
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− | One's Compliment uses regular binary numbers to represent positive numbers. To make that number negative you just flip all the bits from 1 to 0 or 0 to 1.
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− | 510 in 8 bit binary
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− | 00000101
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− |
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− | -510 in 8 bit binary One's Compliment
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− | 11111010
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− |
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− | ===Two's Compliment===
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− |
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− | Same as One's Compliment bit add one to negative numbers
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− | 510 in 8 bit binary
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− | 00000101
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− |
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− | -510 in 8 bit binary Two's Compliment
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− | 11111011
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− |
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− | To figure out the sign of the answer we must check the MSB (most significant bit).If MSB is 0 number is positive, interpret normally If MSB is 1 number is negative
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− |
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− | * complement all bits
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− | * add 1
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− | * interpret as negative number
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− |
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− | ==Sampling theory==
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− |
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− | sampling process [http://www.indiana.edu/~emusic/etext/digital_audio/chapter5_rate2.shtml]
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− |
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− | Bit Depth
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− |
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− |
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− | over 24 bit used mainly for internal processing and really high end audio equipment
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− | 24 bit Professional recording and internal processing
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− | 16 bit CD quality audio (not so good for processing)
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− | 8 bit Smaller size used for consumer voice stuff and multimedia
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− |
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− | ==Sampling Rates==
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− | Some Common Sampling Rates
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− | {|-
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− | |192kHz
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− | |Professional recording and new fancy sound cards
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− | |-
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− | |96kHz
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− | |Professional recording (New CD/DVD format)
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− | |-
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− | |48 kHz
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− | |Professional recording (found mainly on DAT recorders used for film)
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− | |-
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− | |44.1 kHz
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− | |CD quality Audio
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− | |-
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− | |22 kHz
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− | |Multimedia/ Games
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− | |-
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− | |11 kHz
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− | |Multimedia/ Games
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− | |}
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− |
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− | '''File Size per Sampling rate and Bit Depth'''
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− | <table>
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− | <tr><td>Sample Rate</td><td> Bit Width</td><td>File Size per minute</td>
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− | </tr><tr><td>96 kHz</td><td> 24-bit Stereo</td><td> 33.0 MB</td>
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− | </tr><tr><td>44.1 kHz</td><td> 16-bit Stereo</td><td> 10.5 MB</td>
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− | </tr><tr><td>44.1 kHz</td><td> 16-bit Mono</td><td> 5.3 MB</td>
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− | </tr><tr><td>44.1 kHz</td><td> 8-bit Stereo</td><td> 5.3 MB</td>
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− | </tr><tr><td>44.1 kHz</td><td> 8-bit Mono</td><td> 2.6 MB</td>
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− | </tr><tr><td>22 kHz</td><td> 16-bit Stereo</td><td> 5.3 MB</td>
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− | </tr><tr><td>22 kHz</td><td> 16-bit Mono</td><td> 2.6 MB</td>
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− | </tr><tr><td>22 kHz</td><td> 8-bit Stereo</td><td> 2.6 MB</td>
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− | </tr><tr><td>22 kHz</td><td> 8-bit Mono</td><td> 1.3 MB</td>
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− | </tr><tr><td>11 kHz</td><td> 16-bit Stereo</td><td> 2.6 MB</td>
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− | </tr><tr><td>11 kHz</td><td> 16-bit Mono</td><td> 1.3 MB</td>
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− | </tr><tr><td>11 kHz</td><td> 8-bit Stereo</td><td> 1.3 MB</td>
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− | </tr><tr><td>11 kHz</td><td> 8-bit Mono</td><td> 660 KB</td>
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− | </tr></table>
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− |
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− | Note : Dropping the Sampling Rate or Bit Depth by half leads to half the file size
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− |
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− | '''File formats'''
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− | {|-
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− | |name ||ext.|| info
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− | |-
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− | |aiff ||.aif ||audio interchange file format (mac native) supports markers and regions
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− | |-
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− | |sd2 || .sd2|| sound designer 2 (digidesign native) supports markers and regions
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− | |-
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− | |wave || .wav || wave file (Microsoft) many different formats most support markerz and regions
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− | |-
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− | |au-law || .au or .aul || au-law file (unix native) supports compression
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− | |-
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− | |RAM || .ram or .ra || Real audio File supports compression and streaming
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− | |-
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− | |Mpeg3 || .mp3 || Mpeg layer 3 supports variable compression and streaming (AMP)
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− | |-
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− | |AAC || .aac || Mpeg2 Advanced Audio Coding AC-3 standard NEW not supported yet http://www.execpc.com/%7Ereal/aac/index.html
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− | |-
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− | |MIDI || .mid || not and audio format
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− | |-
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− | |Modular (MOD) || .mod || kinda an audio format (used mainly for games)
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− | |-
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− | |ASF wmv || .asf .wmv || windows Media and Advanced Streaming Format Microsoft supports variable compression streaming video encryption
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− | |}
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− |
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− |
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− | '''CD Formats'''
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− | * RedBook Audio standard CD audio format
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− | * CDROM-XA (eXtended Archetecture) audio and data
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− |
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− |
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− |
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− | ==Premiere Audio Demo==
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− | [[Premiere Audio Demo]]
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− |
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− | examples of style in animation
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− | cut out animation
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− | [http://www.vimeo.com/clip:52370]
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− | Monty Python's Flying Circus
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− | [http://www.noolmusic.com/blogs/Youtube_Comedy_Video_-_Monty_Python_-_Charles_Atlas_animation.shtml]
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| ==Homework== | | ==Homework== |
| # Read Chapter 3 in Sound Design for Interactive Media | | # Read Chapter 3 in Sound Design for Interactive Media |
| # Render and Post and link a rought cut of your Story Boards with Audio | | # Render and Post and link a rought cut of your Story Boards with Audio |
Analog vs. Digital the arguments in a nutshell
As Humans we use a 10 base numbering system. For machines this numbering system is impractical.
for more info see Dr. Dave's Class readings (i believe it's in week 2)Daves text